Thank you!
Okay, if the plan IS to add more NPCs as quest givers, then the nightmare fuel just went up to 11 for me, if that means even more unique individual quest shops to have to deal with, on top of the existing stuff. Right now, all you need is some generic quest point and you can buy any item from any shop, no strings attached with having a better reputation score with Maleria versus Wizard. Making it so i have to grind rep with each and every individual NPC to get access to all their items each is ad nauseam already, and it isn't even fully implemented yet.
Wanna know more about battling? ❤️ The Official Battle Guide v3.3 ❤️ Need to find books? 🌈 The Book Grind Guide v1.0 🌈
what happens if you open up in a private window? You will probably have to log in again but that usually that disables any customization.
quests won’t have restrictions like sarah’s current system, where you need to have under a certain amount of sP to do her quests. that limitation will be removed.
you will, however, need to make choices about which npcs to focus on for reputation. if we release new items, you’ll decide whether it’s worth building reputation with that npc to access those rewards. this approach creates a great goal-setting mechanism, encouraging players to work toward something meaningful over time.
the centralized shop system we have now—where you earn points and can buy sarah items without ever doing sarah’s quests—is part of why we’ve moved away from releasing items that way. it doesn’t encourage the same level of engagement or connection to the quests themselves, which is something we’re aiming to improve with these updates.
you don't have to grind with any NPC you don't want to, and can hopefully rely on other users to grind for NPCs you don't, who can purchase the items for those shops and sell them to you, maybe at a small premium ;) we aren't requiring you to earn every point of reputation on the site, but you can, it will just take time.
i hope this gives some insight into why we’re making these changes and how they’ll shape a more dynamic and rewarding system! 😊
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Thx. Tried, but looks exactly the same :-(
As long as anyone has a book to sell, that means I'm still screwed, but by an even worse system. I don't think there's anything wrong with the current quest system. I just don't do it because I'm lazy af. But knowing there's lots of players who do like it, by all means, enjoy it. Just like not everyone likes battling, but I'm more than content with it.
Wanna know more about battling? ❤️ The Official Battle Guide v3.3 ❤️ Need to find books? 🌈 The Book Grind Guide v1.0 🌈
I still believe, that our achievements for having done so and so many quests with the existing quest givers need to be carried over - and used for the reputation. I have no desire to start from scratch on a new site - am I the only one, who feels like that?
You unlock more tiers with reputation but the items but you can be buy them in sP, so it's kind of like the zombie alchemy or baking where people are more than happy to do it for you if you supply the ingredients. I don't know if that makes it better or worse for you though.
Just keeps it as annoying as it currently is with quest points not being a directly buyable currency.
Wanna know more about battling? ❤️ The Official Battle Guide v3.3 ❤️ Need to find books? 🌈 The Book Grind Guide v1.0 🌈
I like the current centralized system, it makes things less of a headache to figure out especially for someone who's starting out. If I want to, I can spend all of my quest points buying whatever items I want instead of being forced to grind out a specific questgiver to get access to only their shop & only their items.
Consider that maybe having a uniform currency isn't bad. In this case, let's say total reputation counts as that currency. Having to earn rep with other, specific questgivers to unlock different tiers of their specific shops would be a much better way to do this than to force RNG. Because I'm assuming questgivers will be on random rotation, which means there is a realistic chance that some questgivers will get picked once in a blue moon and some will be there near-constantly.
tl;dr - maybe use specific questgiver rep to unlock specific quest shop tiers, but use overall rep for obtaining items from all questgiver shops.
[edit] :P Or, I can refresh the page before posting lmao. Having the shops unlockable via rep, but items buyable with sP is better. But only if the questgivers are not RNG-dependent for rotation. If they rotate depending on what day in the week it is, then it's much more stable and much more predictable in terms of obtaining access, but still varied enough to not be too stale.
Alternatively, could we have total questgiver rep be something that can unlock quest shop tiers, but at a slower rate than questing for a specific NPC? For example: you'd need 500 rep to unlock t2 of all quest shops. But if you only quest with the Wizard, you'd need much less of his rep specifically to only unlock his shop? Or have I gone off the deep end and this is not possible from a programming standpoint?
🤷♂️ It sounds like you'll be buying items from other users. Yes, there will be books, but they'll be buyable with sP by the users who earn the tiers that they're on which should make them a lot more available on the second market. You'll hopefully have way more choice in buying them.
Just wanted to flag that i'm not ignoring your layout issues! I'm hoping that any of the changes I've pushed in the last day would fix it, but they clearly haven't. I'm going to download Opera to my PC to see if I can pinpoint why / how it's broken for you. It works on mobile because that's safari.
regarding porting over reputation—we won’t be doing that. but i want to reassure you that all of the items currently available as prizes will move to tier 0. this means you’ll be able to buy them with sP without needing to complete a single quest or earn any reputation at all. in fact, you’ll have easier access to everything released through the quest shop so far!
new items, however, will be added to new tiers. everyone on the site will start from the same place and work toward those rewards. this gives us an exciting new way to release items—one that isn’t tied to currencies people have been stockpiling for years.
having individual npc shops also opens up tons of possibilities for future items. i’m already imagining all the fun ideas our artists can explore with so many unique npcs to create for!
on achievements: the existing ones for quests will absolutely be incorporated (there’s just a bug with incrementing points right now that needs to be fixed before launch). i held off adding them during testing since quests are being reset frequently, and i wanted to keep things fair for everyone while we work through this phase.
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(and everyone else this turned into a more general "state of what i'm talking about" post)
i’m so excited about these changes because they’re going to make quests so much more dynamic and rewarding! 😊
instead of doing the same routine every day, you’ll get to decide how to allocate your daily quest points based on what interests you. for example:
and while you're working toward the battle reputation, your friends might be working toward the rumi reputation for the sickest stickers on the site. they'll be able to buy them every day with sP once they unlock the tier—and can stick them to you right away! 😅 hopefully, people will go hard in one direction and sell those items for a markup, creating a thriving market.
if we see that isn’t the case—that items are impossible to get and aren’t making it into collections or inventories—we’ll absolutely make changes.
but i’m really excited about the prospects of a system like this and what we can do with fewer quests per npc. it gives us the ability to target specific groups of items, both as requests and rewards, in a way that feels more purposeful and engaging. i can’t wait for you to try it out!
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Thank you for replying and clarifying! :)
While I'm intrigued about the changes, I'm also wary of kinda... being forced into "specializing" for certain questgivers. I have so many pets that I'll likely end up needing a wide variety of TC items for. I'm also unsure of how this is going to go in terms of other people specializing and selling their extra items once the new quest hype dies down.
But. The fact that you're going to keep balancing things (and that staff now have great tools to keep an eye on prices, rewards and to balance things!) does put my mind a bit more at ease.
I would still like to nudge along the idea of having an overall "player rep" as a way of unlocking questgiver shop tiers at a slower pace. For example: for every 50 rep points for any NPC, you earn 1 rep point for your account. Earn 50 rep points for your account and you unlock t1 of all questgiver shops. I think that would be rewarding for the player, and provide a way to slowly unlock that part of the site without grinding out quests we might not be interested in, especially since you've said there would be other ways of earning rep with NPCs. But that would be for after the new quests have been polished, balanced and pushed live.
Question, though: once the new quests are all ready to go, will quests on Subeta be closed down & permanently moved to Kumos? Or will we teeter between "oh you did your wizard quests on Kumos, so now you can't do your wizard quests on Subeta". Kind of like how we have both versions of forums now and both versions of s-mail. Probably an obvious answer, but I feel like I have to ask since I didn't see it mentioned yet.
However, didn't you say, you wanted to reduce quests overall, because a lot of users don't do them now? The way it sounds, you'll be "forcing" us do even more quests - not just the ones, we prefer over others, but all, because "the new additional currency" is split over all the quest givers. Like, I don't do Drill's, because some of his are soooo tedious and longwinded. Of course, he's not one of the "normal" ones, he's not even in the list and he doesn't give quest points (or does he?) Quentin can be annoying, too, with having to search for his holiday shop items. But I force myself to do all the quests every day, because I finally want to be done. It's not what I enjoy doing. And, no, I'm not buying stuff, from other users, if I can work for it myself, I am too much of a scrooch and need so much more money than I have for the big goals. Which again makes the game more of a chore again.
Quest points still help us more, because we can aim at only the items we want with ALL our endavour.
I’m curious as to what the plan is regarding morty cards. Will the chance of them be increased to make up for the lack of quests = much reduced chances of getting one? Are the days of getting 3+ morties over? ;_; or will they be done away with completely?
Also…regarding major drills, will that continue to be a separate thing? Or is he, too, something i’m going to have to choose to allocate these daily quest points to?
New thought/question/concern.
What's going to happen during holidays where you get bonuses from quests? Like now when you get new year tokens, will we get a lot less?? and more importantly getting freyalise items from carl during keelhauliday, or any other time when x quest giver is giving out y items for a specific duration... Is this still going to be a thing? because rng deciding which quests you get is gonna be pretty unfair in that case.
i want to move away from relying on rng for those kinds of benefits and come up with more creative, intentional ways to offer them. yes, the days of getting 3 morty cards are over—but i absolutely want that kind of bonus to stick around. i promise i’ll have a solid replacement ready before we go live and it’s removed from the main site.
regarding holiday items—this update will actually make it much easier for amber to distribute those! i’m really hoping it means we can release items more frequently as limited-time quest prizes.
for example, amber can now create a “location” (our backend term) with all the items for a specific event, like morostide. she can then assign that location as a bonus prize pool to every quest, adding one extra bonus item from that location. this wasn’t possible before—it used to be hard-coded and couldn’t handle any kind of overlapping bonuses.
i think this opens up some really exciting possibilities for future events and prizes! 😊
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i’ve been thinking about how best to organize these updates as i work on features, especially ones like this that mostly exist on the backend. these changes might not seem flashy, but they’re huge improvements for how we run the site behind the scenes. if this works out, i’ll write a more detailed post later—so for now, big THIS IS BETA TERRITORY messaging here. 😉
quest item tracking previously, when a quest giver asked for an item, it would just… disappear. and when they gave you an item? poof—created out of thin air. this made it really hard for us to:
now, quest givers have a finite stock of items to hand out. their inventory will decrease as they give them out. don’t worry—the base numbers are very high! this also means we can easily do things like:
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My thoughts: Quests are one of my favorite things to do on the current site. I enjoy the mindless clicking and the ability to earn sp for the thousands of items on my wishlists. If I don't have time to do all the quests, I tend to avoid the ones that give low sp and mostly just items, because I have a bunch of junk in my vault already from my years here.
With the new quests, I love the convenience of being able to see which items I already have in my account to use, so I can get rid of the items that are just rotting away in my vault, instead of re-buying them specifically for the quest. However, I'm not a fan of the reduced sp and increased number of items given as rewards for all the quests. I do like the hustler quests, with the high sp reward, although if it asks for retired sbq items, I am a bit concerned about prices increasing significantly as the quests continue.
As far as the reputation system goes, I don't particularly care about interaction with the npcs, although I recognize this would be a big perk for some people. The ability to get increasingly good rewards with increasing rep seems nice. However, I really don't like that the new quest shop equivalents will have to be bought with sp. These queats already seem to have a lower sp payout than the old quests, and now we will have to use sp for quest items too. I liked having a currency that was specific for quests, so that I can use my sp for everything else I've been saving for. I guess it will somewhat depend on the number of items in the shop and their price, though.
i actually really like the quest points. i get 1 every 5 quests. i use them and buy everything i can for me and sometimes friends. i rarely spend sp havn't bought anything from the millionair center in i think years? my sp mostly goes to getting CSC from other users so i can buy the CWs i desire. so that would mean for me i have to choose what i get? or will the new quest shop items all be pretty cheap?
doing the current quests help me with getting CSC though Morty Cards and generally a few million sp to save up for more. and whenever there are floating items in an event it gives me something to do other than aimlessly clicking through the map.
the reputation is a nice diea though if i have to choose i probably get decision parallasis. but well that's a me problem XD
i would like to keep an option to seach shops. i really like reading the shop names. there are some really funny ones out there and sometimes influences me to buy the slightly higher priced item because it made me laugh. or because i recognize the shop is from a friend.
[edit] i realized how this sounds so just being clear i don't have any other way to get CSC. XD and i dislike buying from the MC for myself it's such a big junk od sp. (sometimes i have bought things as gifts but can't remember when last?) really don't know what a price range the new quest shop will have. something like the zombie den? neugarten? or MC high prices?
we’re adding more quests for testing over the next few days! you’ll notice some quests have lower sP payouts than others—similar to how quests work now.
this means you’ll need to prioritize which quests you do daily (you won’t be able to do them all) based on the prizes you want. for example, saggi’s quests will be added soon, and he’ll offer high sP rewards. however, some quests might involve risk—you’ll need to assess if the items he asks for are worth it. not every quest will be a guaranteed win!
with the hustler quest, for example, he currently pays out 55% more than other quests:

testing & balancing
i can now simulate 10, 50, or 100 sample quests to see payouts and make adjustments. while the payouts aren’t yet at the level of what you’d get doing hundreds of quests a day now, we’re actively tweaking.
this also lets us see how shops react—like what happens if 100 hustler quests were run in a day and users had to buy items for them. i’m confident we can add at least 1,000 more hustler quests to the pool. since each user can only do one hustler quest per day, it should be manageable.
with fewer quests overall, we can ask for more rare items (since we’re not asking for 30+ of them daily) and offer bigger payouts.
the end goal
when all is said and done, you’ll earn roughly the same value from quests as you do now. however, you’ll have more control over what you’re earning: • pure sP? focus on quests with high payouts, at the cost of item prizes. • item prizes? prioritize those, though you’ll earn less sP.
for example, maleria might stop putting her dark matter items in restocking shops, making them exclusive quest prizes instead. item rewards across the board are being tweaked to make this more rewarding.
tldr: • if your goal is sP, you can focus on quests with high payouts but fewer items. • if you’re after item prizes, you can prioritize those at the cost of some sP. • you won’t get huge rewards from every quest—you’ll need to strategize and choose wisely!
these changes are about giving you control while keeping things interesting and rewarding. 😊
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